Shader "URP/SRPBatch"
{
	Properties
	{
		_Color("Color",Color) = (1,1,1,1)
		_Color2("Color2",Color) = (1,1,0,1)
	}
	SubShader
	{
		Tags 
		{ 
			"Queue"="Geometry" 
			"RenderType" = "Opaque" 
			"IgnoreProjector" = "True" 
			"RenderPipeline" = "UniversalPipeline" 
		}
		LOD 100

		HLSLINCLUDE
		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
		#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
		CBUFFER_START(UnityPerMaterial)
		half4 _Color;
		half4 _Color2;
		CBUFFER_END
		ENDHLSL

		Pass
		{
			Tags { "LightMode" = "UniversalForward" } 
			HLSLPROGRAM
			#pragma vertex vert
			#pragma fragment frag
		

			struct appdata
			{
				float4 vertex : POSITION;
			};

			

			struct v2f
			{
				float4 vertex : SV_POSITION;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = TransformObjectToHClip(v.vertex.xyz);
				return o;
			}

			half4 frag (v2f i) : SV_Target
			{
				return _Color;
			}
			ENDHLSL
		}

		Pass
		{
			Tags { "LightMode" = "customModel" } 
			HLSLPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			struct appdata
			{
				float4 vertex : POSITION;
			};

			

			struct v2f
			{
				float4 vertex : SV_POSITION;
			};

			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = TransformObjectToHClip(v.vertex.xyz);
				return o;
			}

			half4 frag (v2f i) : SV_Target
			{
				return _Color2;
			}
			ENDHLSL
		}
	}
}
